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MENTAL RAY

Using 3ds Max and mental


ray for Architectural
Visualization
Introduction
This white paper looks at using mental ray

software for architectural visualization.


Autodesk

3ds Max

9 software includes many major feature and workflow improve-


ments to reduce complexity and make rendering with mental ray far more approachable
for Architects and designers.
This document summarizes the important aspects of photorealistic renderings that
Architects, designers and visualization professionals may want to consider when creating
presentation images, visualizations for design review, or physical analysis of lighting. It
identifies the main areas involved in physically based renderings and provides guidance
as well as tips-and-tricks on how to use them in 3ds Max. The main areas of focus
include:
Lighting and materials theory
The mental ray renderer
The mental ray daylight system
Arch+Design material for mental ray, and more
Included with this document are sample scene files and renders to help provide context.
2007 Electric Gobo / Karcher, www.electricgobo.com
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Transforming Digital Painting into Digital Photography
In the real world, energy is emitted by light sources, bounces around, and is absorbed by
surfaces. The same principles apply in global illumination rendering, especially in archi-
tectural visualization. Architects, Designers and Visualization Professionals need be able
to render images that approximate the real world as closely as possible. In combination
with structure and surfaces, light can change the appearance of a room tremendously.
Image rendered from the
sample file, which can be
found along with this doc-
ument.
2007 Electric Gobo / Karcher,
www.electricgobo.com
2007 Electric Gobo / Karcher,
www.electricgobo.com
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Setting up the Workbench
Profile Presets
3ds Max software ships with a tool that enables you to preset
environmental defaults that suit the workflow of photorealistic
renderings done with mental ray. This is a great place to start.
By choosing the Design VIZ/mental ray profile, you get the fol-
lowing:
mental ray renderer
Exposure control
New mental ray Arch+Design material in the Material Editor
New mr Sun and mr Sky plug-ins in the daylight system
Lights that cast shadows and are set to be ray-traced
Units and Scale
Physically based lighting computation implies that light attenu-
ates using the inverse square falloff law, which simply means
the intensity of light declines exponentially with the distance it
travels. Therefore, it is crucial that the scale of your scene corre-
sponds to real-world dataotherwise the results will get corrupt-
ed.
A common mistake is to import an airport at the size of a shoe-
box or a room at the size of a stadium. In one case, the lighting
computation will be too bright, and in the other case, it will be
too dark.
To verify your scale settings, check the System Unit Scale set-
tings in the Customize | Units Setup | System Unit Setup dialog
box:
You may also want to use the Tools | Measure Distance tool to
verify known dimensions in the scene, as well as set the Unit
Conversion function in the Import menu when, for example,
importing a DWG file from AutoCAD

software.
2007 Electric Gobo / Karcher,
www.electricgobo.com
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Optimizing Geometry for Rendering
Good renderings require good geometry. Good geometry does not mean you must model
everything. You can obtain many detailed effects with optimizations such as bump maps
or cutout maps. It only means that the geometry must correspond roughly to what the
renderer expects. It is important to start with a clean model. Fortunately, mental ray is
more tolerant than radiosity in this respect; you do not have to create perfect models, but
more accurate models make rendering easier and more efficient. The following sections
describe good practices for optimizing geometry before rendering.
Smoothing Angles
All 3D geometryincluding both edged objects and rounded formsis made up of poly-
gons. To display them smoothly, 3ds Max interpolates between the surface normals to
simulate a rounded form and not a faceted one. When importing a file from another com-
puter-aided design (CAD) or 3D application or when working with the Edit Poly modifier,
you may find that the information about which normals to smooth by interpolation and
which to keep sharp edged with no interpolation can sometimes get lost or corrupted.
Instead of re-importing a file or asking your client to resend it, try the Smooth modifier. In
most cases, the problems disappear.
Flipped Normals
Rendering the face of a geometric shape requires both the vertices that define it and
information about its orientation. This can be seen as information about which is the front
and which the back of the face, which is done by the surface normal as well. When
importing a model from a CAD package, you may find that direction information can get
lost or corrupted. The problem is that from the back, a polygon is invisible and appears
as a hole in the model. To fix this problem, try toggling Backface Culling in the Object
Properties dialog box, or assign a material and make it two-sided. If there are only a few
faces with the wrong orientation, you can add an Edit Poly modifier and use Flip on the
affected faces. If the import is poor, you can use a two-sided material such as the
Arch+Design material to fix the faces without spending too much time on cleanup.
The geometry is the
same as in the preced-
ing example, but some
faces are flipped so
they appear to be invis-
ible. Orientation infor-
mation can be lost or
corrupted during
import.
The cubes faces are smoothed with an angle thats too
high, the spheres faces with an angle thats too low.
This is how the cube and the sphere should look
according to smoothing groups.
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Polygon Count
It is good practice to think about how many polygons an object should consist of before
modeling it. This is true for all geometric objects, especially curved and round ones. Each
face needs to be rendered, but using many polygons on a round object can quickly add
up to inefficiencies, especially if objects are copied within the scene. On the other hand,
using too few polygons makes an object appear segmented.
Unwelded Vertices
In some cases, a model might look as if it is closed, but instead
each face is separated and the vertices of neighboring faces are
unweldedthat is, not connected. Unwelded vertices can intro-
duce many problems, including large file sizes due to thousands of
unnecessary vertices, damage to the object when moving faces or
altering the model, and even problems with proper smoothing and
normal interpolation, since the faces appear unconnected to 3ds
Max. If the Smooth modifier doesnt correct smoothing problems,
check for unwelded vertices. To weld vertices, simply add the
Weld Vertices modifier and choose an appropriate radius.
Picking a polygon count
that is too low for your
model gives unsatisfactory
results for architectural
rendering.
In this example, the bowls
appearance is improved
because the shape allows
for additional faces without
destroying the bowl itself;
you could simply add a
Turbosmooth modifier.
Both spheres look the same, but the right one has a
row of unwelded vertices. This wastes memory (for
example, instancing an object many times) and makes
it difficult to modify geometry.
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Overlapping Surfaces
Watch out for faces that overlap precisely. The renderer cannot determine which one to
put in front, and a black pattern artifact will appear. Overlapping faces can be introduced
by careless modeling or by importing a file, such as a CAD file with versioned geometry
overlapping precisely on several layers.
Light Leaks
Since indirect lighting calculations have to be interpolated in some way because of their
complex nature, it is crucial to avoid light leaks when modeling. Light leaks are caused by
geometry, usually edges, that let indirect light pass through, even if this would not happen
in the real world. The problem is most obvious in scenes with high contrast, such as sun-
light on an enclosed space with an opening. If not modeled properly, faulty geometry can
let light pass into the space through open edges.
Even if your model looks good in the viewport, it might show light leaks during rendering.
Check your render setup for possible causes. For example, radiosity might let light crawl
underneath a wall if the floor is not disconnected. If the photon search radius is set too
high for thin walls, the sun will be interpolated to the inside. Final Gathering is usually the
most robust way to work around potential light leaks.
Problems appear when moving half the faces with an Edit
Poly modifier. Welding the vertices corrects the loose
edges.
Under certain light conditions you can even see unwelded
vertices by studying a render of the object.
Unlike unwelded vertices, overlapping surfaces are easy
to spot.
When the photon search radius set too high for think
walls, sun is interpolated to the inside.
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Indirect Illumination
In the real world, light bounces off a surface, illuminating other surfaces repeatedly until
all light is absorbed. This effect is called indirect illumination (known in Computer
Graphics as global illumination, or GI). Its very complex and takes time to calculate.
Thats why this effect is turned off by default. Since allowing light to bounce throughout a
scene indefinitely makes rendering inefficient, the mental ray renderer enables you to
specify the number of bounces to be calculated.
mental ray software provides two methods to calculate indirect light: global illumination
with photons and Final Gathering (FG), which you can use individually or together. Each
approach has its benefits. The most important difference between these methods is that
FG calculates indirect light into the scene via samples from the camera. Photons, on the
other hand, are cast from a light source into the scene, stored on surfaces, and then
seen by the camera. Both features use interpolation methods.
2007 Electric Gobo / Karcher, www.electricgobo.com
Final Gathering
Scenes with greater lighting, such as most outdoor scenes, can take advantage of Final
Gathering. FG is a quick, clean approach for those purposes and gives better and more
variants in shading than photons. As a rule, try Final Gathering first. Many projects can
be done exclusively with FG, incorporating multiple bounces, if necessary. FG is also a
good solution for indoor scenes that are lit well directly, without the need for many
bounces. FG can calculate multiple bounces, but using photons is often faster. With the
presets in 3ds Max, you can quickly set Final Gathering from a Fast Draft mode to
Production mode and back again. You can preview FG during the prepass, which will
give you a rough impression of how the rendering will ultimately look.
Global Illumination with Photons
If FG doesnt provide what you need, try photons. This method is generally more accu-
rate than FG in terms of transporting light. If you need physically complete, accurate
scenes for analysis purposes, such as via the Pseudo Color Exposure, use photons.
Photons can quickly calculate multiple bounces and transport light far into a scene. An
example would be a long highway tunnel with only two small openingsthe photons
method makes sure light gets as far into the tunnel as it would in the real world. The
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same is generally true for scenes that are lit only from the outside through small open-
ings. As photons are cast from the light source, the light finds the opening more easily
than it would with Final Gathering, which searches for the opening through random sam-
pling. The drawback of the photons method is that it is difficult to get detailed shading,
especially on smaller objects. The calculation is fast, but also smooth. To get details, you
would have to use so many photons that memory might become an issue. You can use
Ambient Occlusion to add details quickly to smoothed-out photon solutions.
Photons and Final Gathering
mental ray gives you the best of both worlds: use FG for
detailed scenes and photons to transport light as far as
necessary with many bounces in a short time. If FG is acti-
vated as well, it does the rest, giving you a smooth but
detailed result.
2007 Electric Gobo / Karcher, www.electricgobo.com
The same room lit by photons and cleaned up using the same single-bounce Final
Gathering.
Artificial Light Sources
Photometric Lights
Photometric lights are closer to real-life lamps or fixtures than traditional CG lights (omni,
spot, area, and directional). They are designed to handle attenuation and energy for
GI/caustics automatically, based on the rules of physics. In
addition, they can interpret photometric data in IES files,
which contain specifically scanned lighting distribution infor-
mation provided by lamp and fixture manufacturers.
If you dont get the results you want with photometric lights,
try adjusting scene units, material reflectance basics, and
exposure control settings.
Typical Intensities and Distributions
Typical intensities may be another source of problems. The
intensity of photometric lights is expressed in physical units
used by lighting engineers (cd, lumens, or lux at a given
distance). However, this is not enough to define how a light
behaves in 3D space, where the specific distribution is also
crucial.
2007 Electric Gobo / Karcher,
www.electricgobo.com
A room lit by the sun with
a single Final Gather
bounce. The light does not
spread, even if you
choose a high bounce
value.
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Reference table (c) ERCO Leuchten GmbH, www.erco.com
To understand how this works, imagine wrapping a light bulb in aluminum foil and adding
collimating lenses to direct the light flux into a concentrated zone. The light still emits the
same amount of energy, but now its concentrated in a defined direction, labeled Peak
Intensity in the following table. That is the combination of intensity and distribution. This is
where IES data comes in, since an effect like this would be very time consuming to re-
create in production, especially when dealing with several hundred light sources.
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Reference table (c) ERCO Leuchten GmbH, www.erco.com
Wattage
Most people think the intensity of a real light source is measured in watts, but in fact, only
wattages from the same kind of light sources can be properly compared. A halogen light
may have the same wattage as an incandescent light bulb, but the intensity of the halo-
gen source is much higher. Thinking and working in a generic unit for peak intensity, such
as candela (cd), is preferable to using wattage. 3ds Max gives you the option of working
in candela or lumens when you use photometric lights.
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Electric Gobo / Karcher Client: ERCO Leuchten GmbH, www.erco.com
Global Illumination and Photometric Lights
Its easy to process photons or Final Gathering with photometric lightssimply switch on
either, or both. The default settings are physically correct, so, for example, photons for GI
and caustics are correctly distributed. Unless you have a reason to adjust one light local-
ly, its best to leave these values at their default settings. Having global control over pho-
tons in the render window is cleaner and easier to administer.
Physical Sun and Sky
2007 Electric Gobo / Karcher, www.electricgobo.com
Create Endless Daytime Variations Quickly and Easily
The sun and sky system in 3ds Max enables you to quickly render an indoor or outdoor
environment.
Assuming that the configurable defaults are set to Design VIZ/mental ray, using Sun and
Sky requires just a few simple steps:
1. Create a geometric shape
2. Add a daylight system (the mental ray defaults use the new mr Sun and mr Sky)
3. Apply the sky shader to the background. (You are prompted to do so when you create
the daylight system)
These various real-world
light fixtures for different
lighting purposes can also
be rendered with mental
ray.
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4. Enable the Log Exposure control (and enable it for environment maps), since the sys-
tem is working with true high dynamic range (HDR) values, which offer great results
for both lighting and reflections
5. Enable Final Gather
6. Render
The sky shader contributes to the blue gradient and provides illumination from the sky
dome. The sun variable illuminates the scene as if it were a directional light, including the
option to use soft shadows, which were not previously available for directional lights. Sky
features are mappable; for example, you can add clouds.
Images 2007 Electric Gobo / Karcher, www.electricgobo.com
Outdoor scene illuminated by the sun and sky system.
The background, all lighting, and reflections were proce-
durally generated by the Sky shader.
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Illuminating an Indoor Scene
The new Final Gather methods and photon compactification and target enable workflows
where the sole light source is outside a building (daylight system), illuminating an indoor
scene through windows, just as in real life.
Indoor scene illuminated with sun and sky only. 2007 Electric Gobo / Karcher, www.electricgobo.com
Photon Target
In the past, photon emission could create problems with sunlight. Imagine youre render-
ing an interior shot thats in the middle of a city. To get a few photons to enter through the
window of the interior youre rendering, you would have to flood the entire city with mil-
lions of photons, and even then, few photons would find their way through your window.
the mental ray Suns Radius parameter lets you limit the photon source.
Advantages over HDR Maps
Using large HDR maps in the background has the following drawbacks:
Since many architectural renderings are meant for high-resolution prints,
HDR environments must be extremely large to avoid pixelization. Large
HDR environments can cause memory problems.
HDR maps dont change color with the sun position and therefore provide
only one static mood. The dynamic mr Sky offers an unlimited range of
moods.
The mr Sky shader generates a procedural HDR gradient that consumes
virtually no memory and
does not increases render
time.
Aiming the photon target
at the window prevents
photons from getting lost
without contributing to the
scene.
Electric Gobo / Karcher, using
procedural cloud map created by
J eff Patton
The mental ray daylight sys-
tem allows all parameters to
be mapped, as in this exam-
ple with a procedural cloud
texture.
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Exposure Control
Physically based rendering requires exposure control, also called tone mapping. Tone
mapping is the procedure of mapping a numeric lighting intensity in HDR from the scene
into an RGB value of the pixels in the rendered frame.
Why It Is Required
Physical light intensities range from zero to numbers approaching infinity in bright sun-
light. The range of contrast available on display monitors is limited compared to this
dynamic range, and common image formats are even more limited: TIF and J PEG
images are eight-bit images, ranging from a value of zero for black to 255 for white. In
these files, white can only be 255 times brighter than black, a fraction of the range in the
real world. Tone mapping helps compensate for the difference in range.
Here are a few examples of real-life scenes measured with a luminance meter:
Assuming that the rendering engine can use real-world units for light sources
(lumens, candela, or lux at distance) and real-world units for materials
(reflectance), the resulting images will necessarily be beyond the range of
what a monitor can display.
Therefore, its necessary to compress the calculated image (ranging from zero
to infinity) into a displayable image (ranging from zero to 255). This process is
called tone mapping or exposure.
To enable exposure control in 3ds Max, use the Environment and Effects dia-
log box:
When you change the brightness and contrast controls, the light levels of your
scene dont change; only the aperture of your camera does. This is far better
than adjusting each light source in a scene one by one. If you want to shoot a
photo, you would be more likely to close the diaphragm than wait for the sun
to set. The exposure controls control light in the same way.
Sky luminance at horizon and zenith:
2600 cd / 360 cd / m2.
Luminance on the leaves: 500 cd / m2.
Moonlit backyard, luminance on the roof of the garage:
0.22 cd / m2.
Kids play set luminance (brightest): 0.1 cd /m2.
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Rendering without Exposure Control
If you prefer not to use the exposure control plug-in, you
can render your image in 32-bit format and control the tonal
range using HDR Shop, Autodesk

Combustion

(release
4), Autodesk

Toxik

, or other software.
To render an image without exposure control:
1. Set the Exposure Control to Logarithmic and clear the
following check boxes:
2. Enable 32-bit rendering with mental ray:
Save to a PIC or EXR file (both support 32-bit data). To
select specific HDR values, right-click the frame buffer.
Materials, Colors, and Reflectance
Understanding Reflectance
No matter which type of material you use, the amount of
light bounced back to the scene has a direct relation with
the materials color. For example, a white wall reflects more
light than a dark gray wall. A dark gray wall in sunlight
reflects more light than a white wall in a dim room. This is
the behavior of diffuse reflectance, not to be confused with
glossiness (for glossy or matte finishes). All indirect light
bounces off surfaces in a diffuse (or lambertian) manner in
all directions. In contrast, directed bouncing light, such as
the pattern of a mirror in sunlight, is called caustic reflection,
and is rarely needed in for architectural renderings.
Understanding Diffuse
Reflectance
A common mistake is using a
color that looks good onscreen
(in the color picker or the materi-
al preview). These colors are
usually too bright for the global
illumination renderer, resulting in
overly saturated images that are incorrect from a physics
point of view. To get a better feel for colors in images, try
using the Pick Color tool on a digital photo. Youll find that
almost every color is less saturated in an image than in the
minds eye.
Typically, a white wall would not reflect more than about 85
percent of the light it receives. Therefore, the RGB color
should not be more than 0.85, 0.85, 0.85 (float colors) or
217, 217, 217 (integer colors).
To select the desired color, select the tint (Hue) of your
material and then rely on the V value, which usually close-
ly matches the reflectance of your material.
2007 Electric Gobo / Karcher, www.electricgobo.com
The image on the left is exposed toward the inside of the room, and the image on
the right is exposed toward the outer courtyard. Both are correct; the direction of the
exposure is up to you.
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Enable the Reflectance Information in the 3ds Max Material Editor
The 3ds Max Material Editor can evaluate the reflectance and transmittance of most
materials.
Enable this feature by choosing Customize | Preferences | Radiosity | Display
Reflectance Information in the Material Editor. To see the effect, close and restart the
Material Editor.
Be sure to watch the values displayed in the Material Editor. These crucial values affect
the results of your global illumination solution. A material that reflects too much light will
over saturate your image and violate the rules of physics.
This is an incorrect color
for a white wall: the ren-
dering engine would inter-
pret this as 100 percent
reflective, which is impos-
sible in the real world. No
light absorption will hap-
pen in the lighting calcula-
tion of the renderer, and
your scene would get
flooded with light bouncing
around forever and flatten-
ing out all contrasts.
This color reflects about
80 percent of the received
energy.
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Typical Material Reflectance
The following table lists the typical reflectance of common materials. Use it as a starting
point.
Material Minimum Maximum
Ceramic 20% 70%
Fabric 20% 70%
Masonry 20% 50%
Metal 30% 90%
Paint 30% 95%
Paper 30% 70%
Plastic 20% 80%
Stone 20% 70%
Wood 20% 50%
Reflectance table
Paint and Reflectance
Paint manufacturers usually indicate the average diffuse reflectance of all their colors.
However, dont confuse reflectance with the finish, such as eggshell, flat, or semi gloss,
which is more descriptive of specularity.
Be careful with color books provided with software packages or on the web. Several soft-
ware packages provide color books based on manufacturer content. For example, the
Adobe

Photoshop

application provides Pantone

colors, and AutoCAD provides RAL


and DIC colors. You can even find color books from paint manufacturers such as
Benjamin Moore and Para.
However, these colors are not defined with global illumination rendering in mind. They are
approximations based on display, lighting conditions, and gamma settings, making them
unreliable with GI engines.
Picking a Pantone color in AutoCAD or Photoshop software, for example, and assuming
that the GI renderer will process it correctly is a mistake. Using a Pantone color supplied
by a client may be better than eyeballing it, but be aware that you are not running a phys-
ical simulation. Check the rules in this document to make sure your approximated color
does not exceed reflectance values from the real world. Darken the color if necessary.
Estimating the Color and Diffuse Reflectance of a Material
The best way to measure a color is by using a spectrophotometer. You can then derive a
correct RGB equivalent that makes sense for the measured data. Unfortunately, this is
not an easy process.
However, there are other relatively reliable techniques for obtaining the color of a materi-
al. These methods involve
Using a light meter to measure the reflectance of a surface
Photographing or scanning materials using calibrated devices and comparing colors
against known or calibrated sources such as Macbeth colors charts
For a complete description of these methods, see Rendering with Radiance by Greg
Ward Larson and Rob Shakespeare for a detailed chapter on the topic.
Meeting Client Expectations
You neednt be an expert in photometrics to work with mental ray in 3ds Max. You and
your client can correct important colors as throughout the project. Although you should
always look for a physical way of working, the bottom line is that some colors, such as
those used in logos or packaging, should correspond exactly to the clients specifications.
The client in this case will not care if it is rendered physically or done in postprocessing,
as long as it matches perfectly in print. A useful way to prepare for emergency corrections
Look for something like
PR XX in the back of
color selection swatches.
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is to render out black and white masks for crucial objects in the scene to use as selec-
tions in image editing software. Communicate clearly and regularly with the people print-
ing your renderings to get the results you need for a final presentation.
Electric Gobo / Karcher Client: ERCO Leuchten GmbH, www.erco.com
Textures and Reflectance
Suppose you took a picture of a brick wall or wood and want to use it in your material as
a texture. You need to keep a few things in mind:
The colors are the result of a lit material, whether lit by the flash of your camera or your
digital scanner. Therefore the raw texture requires some calibration to reflect the cor-
rect color: it usually needs to be toned down a bit and slightly desaturated. Many digital
cameras amplify reds.
The lighting conditions when the picture was shot also influence the resulting color. For
example, a cloudy day will tint the environment a bluish color. Incandescent lighting will
tint the environment a yellowish color. Avoid photographing images in bright sunlight,
as this will fix a particular light source direction (light from the sun) into your texture,
which will look odd if used in a scene that is lit differently.
Your camera or scanner usually embeds gamma information in the images.
Use a long lens to avoid pinching, which causes problems when you try to tile the
image in your image editing software. This is especially true for textures with a pattern
structure, such as tiles.
To resolve these issues, you must compensate for these situations:
Ensure that the white balance of your camera is properly set. Calibrate it with a piece
of white paper or a reference card.
Rescale the values of the pixels in an image editor or directly in 3ds Max to reduce the
effect of lighting when the picture was taken.
Clear the Show End Result check box in the Material Editor to make sure that the
reflectance indicator evaluates only the texture and not the entire material.
Reduce the RGB level until the reflectance of the texture is within a reasonable range
(see table earlier in this section).
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Setting the Right Transmittance for Architectural Glass and Windows
Because there is absorption in any transparent material, avoid making materials 100 per-
cent transparent. For example, a typical glass pane (0.125 inches thick) transmits about
90 percent of the visible light.
A windowpane on a curtain wall system or in a house is usually made of several layers of
glass. Combined, the typical transmittance of the visible light ranges from about 75 per-
cent (double glazing) to 60 percent (triple glazing).
In 3ds Max software, this means the transparency color must be set to attenuate the light
while taking into account all the layers that are traversed by the light rays.
Follow these steps to determine transparency for multiple panes of glass. (Note that this
is a tip for multipane glass for analysis purposes. This calculation is unnecessary for most
presentation images.)
1. Determine how many glass panes you will model to represent the desired window-
pane. You may model it entirely or abstract it as a single surface depending on
whether your view is close or distant. With the latter you will improve rendering speed;
with the former you will improve accuracy and details but slow rendering.
2. Evaluate the overall transmittance of your windowpane. If it is a double-glazed
window, you need to obtain an overall transmittance of about 75 percent.
3. Since the light rays will traverse four surfaces and will be attenuated four times, you
This user adjusted materi-
als to look right in the
viewport: The map is 100
percent saturated, and the
room 100 percent white.
The result is that too much
light is reflected, creating
a washed-out look. It
appears to have an addi-
tional light source instead
of a single spot.
This user used the rough
values from the
reflectance table above as
a starting point. The wall
looks grayish in the
Material Editor, but it has
85 percent reflectance.
The result is a realistic
and believable image of a
room lit by a single spot-
light.
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must obtain an overall transmittance of 0.75.
Use the following formula to determine the 3ds Max material transmittance for each
surface:
mt =VT^(1/n)
material transmittance =mt
overall transmittance =VT
number of surfaces =n
You can use the Microsoft

Excel

Power function to perform the calculation:


mt =Power(VT,(1/n))
Example:
This process is explained as follows: 100 percent of the light attenuates by 7 percent (93
percent transmittance) for each surface it traverses.
Light Filters (Theater Light Gels)
Similar to glass, light filters also affect the amount of light that is transmitted. Use the
same technique as you would use for diffuse reflectance or transmittance to set the right
color.
1. You model a double-glazing window with four surfaces.
2. You want an overall visible transmittance of 0.75
(75 percent).
3. You apply the following formula:
material transmittance =0.75^(1/4) =0.93
4. Your glass material must transmit 93 percent of the
light.
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Refraction, Glass, Water, and Liquids
Realistic rendering of glass, water and liquids is explored using the Arch +Design shader
Electric Gobo / Karcher Client: ERCO Leuchten GmbH, www.erco.com
Colored Glass
The tips in the previous section work well for clear glass but not necessarily col-
ored glass. Many shaders set the transparency at the surface of the glass, which
works well if you simply set a refractive color to some value, such as blue. This
works perfectly for glass created with the Thin-Walled option turned on. But for
solid glass objects with varying thickness, this method does not accurately repre-
sent reality.
The example on the right was created using the Arch+Design material.
The problem is evident: the bowl is not tinted according to the thickness of the
glass, but rather according to the number of surfaces the light passes through. In
reality, when you look straight through glass, it appears less tinted than when its
viewed tangentially through the sides of the bowl.
Consider a light ray that enters a glass object. If the color is at the surface, the
ray is colored somewhat as it enters the object, retains this color through the
object, and receives a second coloration (attenuation) when it exits the object.
In the preceding illustration, the ray enters from the left. At the entry surface it
drops in level and gets slightly darker (as shown at the bottom of the graph). It
retains this color throughout its travel through the medium and drops in level
again at the exit surface.
For simple glass objects, this is sufficient. For glass using the Thin-Walled option
it provides correct results, but for complex solids it does not. It is especially wrong
for negative spaces inside the glass because the light rays must travel through
four surfaces instead of two, resulting in two extra steps of attenuation at the sur-
face.
In real colored glass, light travels through the medium and is attenuated on the
way through the object. In the Arch+Design material this effect is accomplished by
using the Color at Max Distance option, and setting the Refractive Color to white
=neutral. This is the result:
Diagram for glass with color
changes at the surface.
Refractive color set to orange.
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: Using 3ds Max and mental ray for Architectural Visualization


This result is clearly superior; the thick areas at the sides of the bowl are much deeper
orange than the thin areas. The following diagram illustrates the process:
The ray enters the medium and is attenuated throughout its travel path. The strength of
the attenuation is such that precisely at the Max Distance (d in the figure), the attenuation
matches that of Color at Max Distance (that is, at this depth the attenuation is the same
as that received immediately at the surface with the previous model). The falloff is expo-
nential, so that at double Max Distance, the effect is that of Color at Max Distance
squared, and so on.
There is one minor trade-off: to correctly render the shadows of a material using this
method, you must either use caustics or make sure mental ray is rendering shadows in
Segment Shadow mode. Using caustics naturally gives the most realistic shadows (the
preceding image was not rendered with caustics), but it requires that you have caustic
photons enabled and a physical light source that shoots caustic photons.
On the other hand, the mental ray segment shadows have a slightly lower performance
than the more widely used Simple Shadow mode. In Simple Shadow mode, shadow
intensity does not properly account for the attenuation through the media.
Water and Liquids
Water, like glass, is a dielectric with
an index of refraction (IOR) of 1.3-
1.5.The same principles that apply
to glass also apply to solid bodies
of water. Colored liquids use the
same principles as colored glass,
and so on.
To create a liquid in a container, it is
important to understand how the
Arch+Design material handles
refraction through multiple surfaces
compared to how refraction hap-
pens in the real world.
What is important for refraction is
how to make the transition from one
medium to another with a different
IOR. Such a transition is known as
an interface.
For water in a glass, as an example, imagine a ray of light traveling through the air (IOR
=1.0, equal to no distortion) entering the glass, and refracted by the IOR of the glass
(1.5). After traveling through the glass, the ray leaves the glass and enters the liquid
2007 Electric Gobo / Karcher,
www.electricgobo.com
Color at Max Distance set to orange. d =Max Distance where attenuation is
Color at Max Distance of the
Arch+Design material.
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: Using 3ds Max and mental ray for Architectural Visualization


that is, it passes an interface from one medium of IOR 1.5 to another medium of IOR
1.33.
One way to model this in computer graphics is to make the glass one separate, closed
surface, with the normals pointing toward the inside of the glass and an IOR of 1.5, and
make a second, closed surface for the beverage, with the normals pointing inward and an
IOR of 1.33, leaving a small air gap between the container and the liquid.
While this approach works, there is a problem: when light goes from a higher to a lower
IOR, there is a chance of an effect known as Total Internal Reflection (TIR). This is the
effect you see when diving into a swimming pool and looking up. The objects above the
surface can be seen only in a small circle straight above; anything below a certain angle
shows only a reflection of the pool and things below the surface. The larger the difference
in the IOR of the two media, the greater the chance of TIR.
So in this example, as the ray goes from glass (IOR =1.5) to air, there is a high probabili-
ty of TIR. But in reality, the ray would move from a medium of IOR =1.5 to one of IOR =
1.33, which is a much smaller step with a much smaller probability of TIR. This will look
different:
The result on the top is the correct result, but how it is obtained?
The solution to the problem is to rethink the modeling, not in terms of media, but in terms
of interfaces. This example has three different interfaces, where we can consider the IOR
as the ratio between the IORs of the outside and inside media:
Air-glass interface (IOR =1.5/1.0 =1.5)
Air-liquid interface (IOR =1.33/1.0 =1.33)
Glass-liquid interface (IOR =1.33/1.5 =0.8)
In the most common case of an interface with air, the IOR to use is the IOR of the media
(since the IOR of air is 1.0), whereas in an interface between two different media, the sit-
uation is different.
Correct refraction (left) versus the air gap method (right).
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: Using 3ds Max and mental ray for Architectural Visualization


To correctly model this scenario, you then need three surfaces, each with a separate
Arch+Design material applied:
These are the three interfaces for a liquid in a glass:
The air-glass surface (blue), with normals pointing out of the glass, covering the area
where air directly touches the glass, having an IOR of 1.5
The air-liquid surface (green), with normals pointing out of the liquid, covering the area
where air directly touches the liquid, having an IOR of 1.33
The glass-liquid surface (red), with normals pointing out of the liquid, covering the area
where the glass touches the liquid, having an IOR of 0.8
By setting a suitable Max Distance and Color at Max Distance for the two liquid materi-
als (to get a colored liquid), the top image is the result.
Architecture and Design Material
You do not have to use the mental ray material. In fact, you should not use the mental ray
material until you are experienced with mental ray concepts. The mental ray material is a
very flexible material, mainly used for special effects or tweaks. There is seldom a need
for it in an everyday architectural rendering
3ds Max now includes a new material dedicated to photorealistic renderings called the
Architecture and Design Material (mr Arch+Design). This is the best choice for creating
architectural renderings. It is easier to use and provides many advanced controls com-
pared to the 3ds Max Architectural, Standard, Raytrace, or DGS materials. This material
uses high-quality shading models and gives control over several parameters that are use-
ful for photorealistic architectural renderings.
Electric Gobo / Karcher Client:
ERCO Leuchten GmbH,
www.erco.com
25
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: Using 3ds Max and mental ray for Architectural Visualization


High-end users can access the full complexity of the mental ray material, but beginners
can still get great results using just a few controls.
While the complete UI seems complex at first, youll find all the important controls at the
top. By default, the advanced controls tab is closed.
3ds Max Integration
The new material is a real 3ds Max plug-in. It works well with the
Reflectance/Transmittance indicator and Show Map in Viewport command. The diffuse
color is also reported correctly in the viewport.
Preset Based
The preset (Templates) is inspired by the Architectural material. However, the technology
is better; the preset only invokes a script located in the /plugCfg/mrArchMtl/ folder. There
are no limitations on the function of that scriptit can do anything, even something com-
plex enough to fill in the map slots with procedural maps. Now, you can get presets that
really look like tiles or wood.
Mappable Parameters
By adding maps to parameters, instead of just changing values, you can achieve interest-
ing effects for more complex surfaces. The following example uses mapped color and
glossiness. In combination with the Blend material, virtually any composite materials can
be rendered.
2007 Electric Gobo / Karcher, www.electricgobo.com
Physically Based
This shader is built for GI computation and conserves energy. This means that a translu-
cent piece of paper cannot reflect and transmit more than 100 percent of the energy it
receives, as is the case in real life. This is important, since many users, especially begin-
ners, are unaware of the relationship between the diffuse and the specular values of a
material in the real world. In the Arch+Design material these values are locked, which
gives far better results.
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Frosted Glass and Blurred Reflections
3ds Max users often want to reduce glossiness to blur reflections or refractions independ-
ently. This control is especially useful in architectural renderings; for example, you can
use it to create a glass pane thats frosted on the back, so you get glossy refraction and
specular reflection in a single material.
Translucency
The Arch+Design material has a translucency option. Closed objects can provide light
scattering through the material, including backside shadows, useful for lampshades, sunlit
curtains, opaque Perspex, or heavily frosted glass.
Anisotropy
Anistrophy is the difference in a physical property (absorbance, refractive index, density,
etc.) for some material when measured along different axes. In the field of computer
graphics, an anisotropic surface will change in appearance as it is rotated about its geo-
metric normal
The Arch+Design material has anisotropy controls and is fully mappable to create com-
plex effects such as brushed steel.
Interpolated Reflections and Refractions
Interpolating reflections and refractions is an optimization trick that increases the
speed of rendering with a reduction in accuracy. Its main use is for glossy floors
or shiny metals, where accuracy is unnecessary.
Some tests have shown a tenfold speed increase in renderings with acceptable
quality. The quality largely depends on scene contrastsin low- and mid-con-
trast scenes you get quality that is hard to distinguish from a rendering without
interpolation, yet the image renders quickly and efficiently. In high-contrast
scenes, as with the daylight system and its HDR sun, interpolation might cause
artifacts due to different sample values. In those cases, you might need to turn
off the Fast Glossy option.
Reflect Highlights + FG Only
This option disables ray-traced reflections and uses the Reflectivity/Glossiness spinners
for a simpler and faster Phong highlight. If the option is turned on, the Arch+Design mate-
rial is not only looking up light sources to create reflections, but, as well, the Final
Gathering solution in the scene. This feature is new to 3ds Max. The effect looks similar
to a very dull glossy reflection, but at the cost of almost no render time. So, if you have a
brightly lit wall, the material will respond to that. If you imagine a huge auditorium with
glossy leather seats, the power of this feature becomes obvious.
No glossy reflections100 percent
render time.
Glossy reflections200 percent ren-
der time.
Interpolated glossy reflections160
percent render time.
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Final Gather Quality Multiplier/Importance Map
This optimization method enables you to specify which parts of an object receive more
attention from the Final Gatherer at render time.
You can do the following:
1. Render a scene with Final Gathering.
2. Identify render artifacts caused by FG.
3. Paint a black and white map where you want to perform more sampling in Photoshop.
4. Reuse that map as screen map in the material.
5. Rerender.
FG will do more sampling in the identified areas.
Alternatively, you can simply use the FG Quality spinner locally on one material. An exam-
ple might be a simple museum space with large, clean walls. For those kinds of scenes
the global FG settings can be set low and still produce high quality. For detailed objects in
the room, such as a statue, the FG quality can be raised for that individual object.
Ambient Occlusion
The popular Ambient Occlusion shader has been rolled into the material. Note, however,
that the techniques have been optimized, so theyre faster and better than the existing
shader, especially for the Arch+Design material.
The main use for ambient occlusion is to improve the lighting effects on tiny details where
objects intersect and remove floating object artifacts. In the past, these details required
very high FG settings. Ambient occlusion produces similar or better results in a fraction of
the render time.
The local FG Quality
parameter of the orange
ball has been raised. This
is a good way to push out
detailed objects against
plain walls.
What looks like a smooth glossy reflection is an FG
highlight. It looks convincing for certain surfaces and
requires almost no additional render time.
Electric Gobo / Karcher
Client: ERCO Leuchten GmbH, www.erco.comrerendered by Zap
Andersson, mental images
A very coarse Final
Gathering solution
With Ambient Occlusion:
note the Contact
Shadows between the
object and the floor. This
version required just a few
seconds of additional ren-
dering time.
Without Ambient
Occlusion: notice how the
object seems to float
above the floor.
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Round Corners Effect
This feature of the mr Arch+Design material is a subtle
effect that helps remove the computer look of renderings.
In the real world, edges are not perfectly angular and sharp.
There is always a little curve on every corner. Bent metals,
molded plastics, cast metals, glass panels, and wood pan-
els all have what we commonly call right angles, but in reali-
ty, there is always a bevel. In architectural renderings, this is
especially important for furniture. This is where the Round
Corners feature comes in handy, saving a lot of time and
clutter, creating beveled edges on all furniture and similar
geometry. This effect can be achieved with very little extra
render time.
The Round Corners feature is an effect and does not alter
the geometry itself. It is simply perturbing the normals at
render time; technically, it is a bump map. Therefore, shad-
ows still show geometry as if they had sharp edges.
Displacement Mapping
Displacement mapping uses input simi-
lar to that used for bump maps, only it
does not imitate a surface relief, but
creates according geometry.
Displacement mapping can require a lot
of memory and time, but for close-ups
with grass in the foreground, it is often
the best choice. For better results, con-
sider using a Normal map. It takes
some time to set up but gives great sur-
face variation for important midground
details.
Bump Mapping, Glossiness Only
The material offers the option to do
bump mapping on glossiness only. The
main use of this option is to simulate
thick varnishes where the bumps are
only in the varnish layer and not on actual geometry, as on many floors.
The edges are too sharp
for a realistic impression
of a table.
The same geometry with
the Round Corners shader.
This version includes
geometry filletswhich
would be tedious to create
for larger projectswithout
noticeable additional ren-
der time.
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Indirect Illumination Bump Mapping
Final Gathering can create bump mapping based on indirect illumination, which gives
additional details in smoothed-out, dull shadow areas.
Cutout Mapping
This new feature offers results not achievable with other mental ray shaders in 3ds Max.
If your project requires many arbitrarily shaped holes or cutouts on geometryfor exam-
ple, on perforated metal, grates, or ornamental railings or faunayou will probably not
model them. The old technique of using an opacity map to make areas appear invisible to
fake the detail always had the problem of the same result with specular and other chan-
nels, as well as not having the holes to still render reflections. The new cutout option
resolves these problems: it does not shade anything at all in those areas you cut away
with a map.
Separate Environment Channel
3ds Max makes it easy to separate the environment map for reflection and refraction
from the background, which helps tremendously with high-end compositing or quick client
previews for product visualization in HDR environments. You can set an environment
locally to override the scene environment for reflections and refraction. This feature can be
accessed in both the Arch+Design material as well as the mental ray Physical Sky shader.
Tooltips
Hold the cursor over any interface element in the Arch+Design material to see helpful
tooltips.
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Toon Shading for Architectural Rendering
Sometimes a design in concept stage needs to be presented in an abstract and nonpho-
torealistic way. This is especially true for large-scale urban designs. 3ds Max and mental
ray make this kind of output easy. You can do this in one of two ways: you can use either
the standard Ink n Paint material or mental ray softwares built in nonphotorealistic ren-
derer (NPR) by enabling both Contours in the Rendering tab and the mental ray
Connection Rollout of a material. Both do a good job, although the mental ray functionali-
ty is more flexible and offers more options, such as rendering directly into an EPS file
with vectors. However, this approach needs more parameter setup to get the best results.
Toon/Contour Rendering can be combined easily with other shaders and effects.
Images 2007 Electric Gobo / Karcher, www.electricgobo.com
Performance Tuning Tips for Global Illumination Parameters
Use a Layered Approach
In 3ds Max, use the following strategy:
Use photons to quickly distribute the light energy, with a rough solution that covers
large details of about six inches wide. The solution should be close to smooth, though it
does not have to be perfect. It is important that there are no obvious dark areas that
did not get any photons.
Enable Final Gather to capture medium details that are about two inches wide. Use the
presets as a starting point.
Use ambient occlusion to capture small details that are a few millimeters wide.
The radii are rules of thumb and may vary considerably for particular scenes.
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Save Your Photons and Final Gather Maps on Disk
The result of the global illumination and Final Gather passes can be saved to disk if your
light setup will not change. This is similar to saving a radiosity solution in the file. This
feature is especially useful for camera animations. Final Gathering processes only the
areas for which it did not find samples in the file, considerably accelerating a camera ani-
mation without sacrificing quality. Furthermore, saving samples to file reduces flickering
during animations, which can happen when random samples are rendered anew with
each frame.
Photons Tips
mental ray works by counting stored photons on sur-
faces, not photons emitted by lights. This concept is
fundamental to using photons properly. If you aim a
spotlight to the sky and no surface can receive these
photons, mental ray keeps emitting them forever and
you get an error message in the mental ray rendering
console.
Make sure that most of your photons can actually be
received by a surface.
Lights and objects that cast caustics must be set to
Generate Caustics. You can optimize a scene by
switching off photon generation for tiny objects that do
not contribute to the lighting in the scene, such as a pen
on a table.
Optimize Photon Maps
To some extent, this method can be compared to adaptive subdivision for radiosity. It is
an optimization method that merges photons that are close to each other.
For example, if within 1 square inch there are 2,000,000 photons of 10 units of energy,
they will be merged as 1 photon of 2,000,000 units of energy.
This saves a tremendous amount of RAM and permits casting millions of photons in the
scene without running out of memory.
The perfect use for this is the sun entering into a window, where a lot of energy and pho-
tons are concentrated on a very small area.
A lot of photons are landing on a very small area. Merging them saves a lot of RAM.
2007 Electric Gobo / Karcher, www.electricgobo.com
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Limit the Ray Depth of Your Materials and Renderer
In architectural renderings, where you have several layers of glass and shiny floors, it
may take a lot of time to render final high-resolution images. mental ray software offers
many ways to reduce render time. One way is to reduce the number of reflections that
the ray tracer has to do. You can set this option on the Rendering tab of the Rendering
window.
In the real world, you rarely notice more than one level of reflection. For example, the
image of a wall in a shiny floor may only show once, not twice. In rare cases, as with two
mirrors in front of each other, you will need more than two levels of reflections.
However, there are some cases where you need a higher number of rays to keep the ray
from getting stuck inside the refractions:
Diagnostics
Some of the previous sections covered technical settings such as Photon and Final
Gathering radii and Image Sampling. You dont need this level of technical understanding
to render a good image, but background knowledge about whats happening can help you
track down problems or artifacts, or simply help you optimize an image to render twice as
fast and with no loss of quality. To gain a better understanding of whats happening in
your image, take a closer look at your scene from time to time. The best tools for this are
as follows:
The Last Rendering Time display at the bottom of the screen, which shows how
changing settings influences render time
The mental ray rendering window, which reports on what mental ray is doing as it
works in the background
The Visual Diagnostic tools in the Processing menu in the Render window, which
offer a closer look at photons and image sampling
Here the decision is made whether to use Min or Max for the Image Sampler.
Shader Sampling Versus Image Sampling
Sometimes changing the number of samplesfor example, on a glossy material or an
area lightinfluences how the Adaptive Image Sampler chooses its sampling rate. The
following example shows how this works with area lighting with soft shadows, glossy
reflections, and image sampling.
Two refractive rays are
calculated.
Eight refractive rays are
calculated.
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Generally, the quality of the area shadows computed by the ray tracer is improved by the
number of samples performed at the light level. Eight to 32 sample points on a medium-
sized (1 foot x 1 foot) area light work well for small images. Large area lights require
more sample points, as do large images.
A small number of samples for an area light does not always mean faster rendering time.
There are interesting interactions between the number of samples performed on a light
and the number of samples performed by the renderer.
For example, if an area light is computed with a very low sampling rate (at the area light
level), it creates noisy shadows. Because the renderer makes no distinction between
geometry, textures, or shadows (everything is based on contrast), the renderer adaptively
samples the small points created by the noisy shadows.
Here are a few examples:
Image Sampling: 1-1/4, Shadow Sampling 2, 100
percent render time.
Image Sampling: 1-1/4, Shadow Sampling 64, 350
percent render time.
Image Sampling: 16-1, Shadow Sampling 2, 450 per-
cent render time.
Image Sampling: 16-1, Shadow Sampling 64, 1000
percent render time.
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The quality of the area shadows improves with the number of samples performed at the
light level. But a high sampling rate for rendering also affects the quality of the area shad-
ows (as seen in the first images). In this example, it appears that the image rendered with
Min: 1 Max: 16 and Area Shadows with sampling rate 2 provides the best ratio of time to
quality. This might vary according to the configuration of your scenefor example, fine
details in a forest scene or large, smooth walls in a museum image.
Distributed Rendering
You can use mental ray to render one image distributed in parallel on several computers.
This function is especially helpful for high-resolution stills, such as those used for archi-
tectural renderings.
To use distributed rendering:
1. Install 3ds Max on other computers on your network.
2. Open the Processing Panel in the Render menu.
3. Activate Distributed Render.
4. Add the computers by adding their IP addresses or network names (you only need to
do this the first time).
5. Render.
You will now see all computers contribute to rendering the image. Be sure to open the
mental ray rendering window to monitor how the nodes perform in detail. This feature
speeds output considerably. If you experience problems with the preceding steps, you or
your administrator might want to check your network settingsespecially firewall settings.
Ray Falloff
mental ray is fast at shooting short rays. Rays are shot in places where the
rendering needs to sample the surroundings, as with Final Gathering or
Glossy Reflections. By manually optimizing the distances for a ray to look for
objects, you can save a lot of unnecessary render time. For example, if you
are rendering an outdoor scene with Final Gathering and glossy reflections,
you might want to turn on FG Falloff. You can use the distance parameters to
limit rays so theyre not followed hundreds or thousands of meters into an
empty environment. Set an appropriate maximum distance and the rendering
will go faster, with no visible impact on quality.
Electric Gobo / Karcher Client:
ERCO Leuchten GmbH,
www.erco.com
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Electric Gobo / Karcher Client: ERCO Leuchten GmbH, www.erco.com
Conclusion
Thank you for taking the time to explore this white paper. We hope this summary of the
important aspects of creating photorealistic renderings for architectural visualization has
helped you. For more information, please visit the 3ds Max web pages at
www.autodesk.com/me and the mental ray website at www.mentalimages.com
Autodesk, AutoCAD, Combustion, DWG, Toxik, and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., in the USA
and/or other countries. mental ray is a registered trademark of mental images GmbH licensed for use by Autodesk, Inc. All other brand
names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product offerings and
specifications at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document.
2007 Autodesk, Inc. All rights reserved.

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